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==== Resistant Armor ==== | ==== Resistant Armor ==== | ||
''11th Level Item: A suit of Armor (requires attunement)''<br> | ''11th Level Item: A suit of Armor (requires attunement)''<br> | ||
This magical Armor grants its wearer a +1 bonus to its | This magical Armor grants its wearer a +1 bonus to its AC, and its wearer gains Resistance to one of the following Damage Types; Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder (your choice when you infuse the object).<br> | ||
At 17th Level, this Armor grants a +2 bonus to | At 17th Level, this Armor grants a +2 bonus to AC, and you can choose Psychic or Force Damage for the Resistance gained from wearing the Armor. | ||
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Ring of the Elements | ==== Ring of the Elements ==== | ||
''11th Level Item: A ring (requires attunement)''<br> | |||
Item: A ring (requires attunement) | Upon infusing this magic ring you select one of the following Damage Types: Acid, Cold, Fire, Lightning, Poison, or Thunder.<br> | ||
Upon infusing this magic ring you select one of the following | When the wearer casts a Spell of 3rd Level or lower that deals that chosen Damage Type, it can activate the ring to cause the Spell to deal the maximum result possible for the Damage to one target of the Spell.<br> | ||
Once the wearer uses this ring to maximize the Damage of a Spell it cannot be used again until the next dawn.<br> | |||
At 17th Level, it can be used on Spells of 5th Level or lower. | |||
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==== Vampiric Weapon ==== | |||
''11th Level Item: A Melee Weapon (requires attunement)''<br> | |||
When the wielder scores a Crit with this Weapon, the target takes an additional 2d6 Necrotic Damage, and the wielder gains Temporary Hit Points equal to the Necrotic Damage dealt. Constructs and Undead are Immune to this additional Damage.<br> | |||
At 17th Level, the extra Necrotic Damage becomes 4d6. | |||
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== 17th Level Infusions == | |||
==== Boots of Destruction ==== | |||
''17th Level Item: a pair of boots (requires attunement)''<br> | |||
These magic boots have 6 charges. While wearing these magic boots, the wearer can use an Action and spend 1 charge to stomp the ground and cast the Destructive Wave Spell without expending a Spell Slot. The boots regain all expended charges at dawn. | |||
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==== Helm of Mind Shielding ==== | |||
''17th Level Item: A helm, hat, or a similar object (requires attunement)''<br> | |||
The wearer of this magic helm gains Resistance to Psychic Damage and Immunity to the Charmed and Frightened Conditions and magic that allows another creature to read their thoughts or telepathically communicate with them. | |||
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==== Masterwork Arcane Item ==== | |||
''17th Level Item: a Tiny object or Set of Tools (requires attunement)''<br> | |||
You imbue this object with wondrous arcane power. Each time you imbue this Infusion into an object, you choose a 3rd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | |||
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | |||
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==== Masterwork Homunculus ==== | |||
''17th Level Item: Nothing''<br> | |||
You have discovered the secrets to the creation of life. You learn the Clone Spell. It counts as an Artificer Spell for you, but it doesn't count against your total number of Spells Known. You can cast the Clone Spell without expending a Spell Slot as long as you have the Material Components available. Your clone only takes 12 days to reach maturity, but you can only have one.<br> | |||
If you replace this Infusion with another at any point before your clone reaches maturity, the Spell immediately fails. | |||
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==== Mystic Armament ==== | |||
''17th Level Item: a Melee Weapon (requires attunement)''<br> | |||
Item: | This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Steel Wind Strike Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn. | ||
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==== Mystic Shot ==== | |||
''17th Level Item: a Ranged Weapon (requires attunement)''<br> | |||
This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Swift Quiver Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn. | |||
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= Artificer Specialization = | = Artificer Specialization = |